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635 lines
20 KiB
C++
635 lines
20 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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* Based on the original sources
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* Faery Tale II -- The Halls of the Dead
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* (c) 1993-1996 The Wyrmkeep Entertainment Co.
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*/
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#ifndef SAGA2_MOTION_H
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#define SAGA2_MOTION_H
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#include "saga2/actor.h"
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namespace Saga2 {
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class PathRequest;
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struct StandingTileInfo;
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extern const StaticTilePoint dirTable[];
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extern const StaticTilePoint incDirTable[];
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const int kGravity = 2;
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const int kWalkSpeed = 4;
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const int kSlowWalkSpeed = 2;
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const int kRunSpeed = 8;
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const int kWalkSpeedDiag = 3;
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const int kRunSpeedDiag = 6;
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const int kAngleThresh = 24;
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enum MotionThreadReturnValues {
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kMotionInterrupted, // MotionTask has been rudely
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// interrupted and recycled for a new
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// motion.
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kMotionStarted, // The actor started moving.
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kMotionCompleted, // The actor motion completed
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// successfully.
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kMotionWalkBlocked // The walk motion failed.
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};
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enum {
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kMoveWait = (1 << 0),
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kMoveRun = (1 << 1)
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};
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/* ===================================================================== *
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Utility Motion Functions
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* ===================================================================== */
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void setObjectSurface(GameObject *obj, StandingTileInfo &sti);
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/* ===================================================================== *
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Motion Task Class
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* ===================================================================== */
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// This class handles the movement of objects. It includes things like
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// thrown rocks, cast spells, and actors walking.
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//
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// Since most things in the game aren't moving at a given point, the
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// variables for simulating motion don't need to always be present.
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// Also need to handle explosion on impact for projectiles
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// Or other special action.
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// an object can hit a regular surface
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// can hit a trip plate
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// can hit another object
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// can hit an actor
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//
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// can damage actor
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// can break
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// can set off trap
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// can explode
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class MotionTask {
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friend class MotionTaskList;
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friend class PathRequest;
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friend class DestinationPathRequest;
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friend class WanderPathRequest;
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friend class Actor;
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friend void RequestPath(MotionTask *mTask, int16 smartness);
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friend void RequestWanderPath(MotionTask *mTask, int16 smartness);
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friend void abortPathFind(MotionTask *mTask);
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GameObject *_object; // the object to move
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TilePoint _velocity; // object velocity for ballistic flight
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TilePoint _immediateLocation, // where we are trying to get to
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_finalTarget; // where we eventually want to get to
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int16 _tetherMinU,
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_tetherMinV,
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_tetherMaxU,
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_tetherMaxV;
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uint8 _motionType, // thrown or shot.
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_prevMotionType; // motion type before interruption
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ThreadID _thread; // SAGA thread to wake up when
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// motion is done
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uint16 _flags; // various flags
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enum motionFlags {
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kMfPathFind = (1 << 0), // walk is using path finding
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kMfFinalPath = (1 << 1), // current path is final
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kMfInWater = (1 << 2), // handle motion as in water
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kMfReset = (1 << 3), // target has been reset
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kMfBlocked = (1 << 4), // target was blocked
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kMfRequestRun = (1 << 5), // caller has requested running
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kMfWandering = (1 << 6), // wander
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kMfTethered = (1 << 7), // stay within tether
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kMfNextAnim = (1 << 8), // update animation for this frame
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kMfTurnDelay = (1 << 9), // Delay While Turning
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kMfTAGTarg = (1 << 10), // The target is not an object but a TAG
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kMfLocTarg = (1 << 11), // The target is not an object but a TAG
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kMfAgitated = (1 << 12), // Walking around blockage
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kMfAgitatable = (1 << 13), // Will agitate when blocked
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kMfOnStairs = (1 << 14), // actor is climbing stairs
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kMfPrivledged = (1 << 15) // don't let AI interrupt this
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};
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Direction _direction; // direction of movement
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TilePoint _pathList[16]; // intermediate motion targets
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int16 _pathCount, // number of points in path
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_pathIndex, // number of points so far
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_runCount; // used for run requests.
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PathRequest *_pathFindTask; // request to find the path
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int16 _steps, // number of steps in ballistic motion
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_uFrac, // remainder in U direction
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_vFrac, // remainder in V direction
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_uErrorTerm, // used to adjust for rounding errors
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_vErrorTerm; // used to adjust for rounding errors
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// Data used in combat motion
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uint8 _combatMotionType; // combat sub motion type
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// Spell casting stuff
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GameObject *_targetObj; // target of attack or defense (object)
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ActiveItem *_targetTAG; // target of attack or defense (TAG)
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Location _targetLoc; // target of attack or defense (Location)
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SkillProto *_spellObj; // spell being cast
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union {
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int16 actionCounter; // counter used in some motion
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int16 moveCount; // counter used when moving mergeable objects around
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};
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enum defenseMotionFlags {
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kDfBlocking = (1 << 0) // actor is blocking an attack
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};
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union {
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// Object interaction stuff
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struct {
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GameObject *directObject, // object directly being acted
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// upon.
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*indirectObject; // object idirectly being acted
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// upon.
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Actor *enactor;
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ActiveItem *TAI; // TAI involved in interation
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} _o;
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// Defensive motion stuff
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struct {
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Actor *attacker; // attacking actor
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GameObject *defensiveObj; // shield or parrying weapon
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uint8 defenseFlags; // various combat flags
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} _d;
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};
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public:
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// Combat specific motion sub-types
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enum TwoHandedSwingTypes {
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kTwoHandedSwingHigh,
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kTwoHandedSwingLow,
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kTwoHandedSwingLeftHigh,
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kTwoHandedSwingLeftLow,
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kTwoHandedSwingRightHigh,
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kTwoHandedSwingRightLow
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};
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enum OneHandedSwingTypes {
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kOneHandedSwingHigh,
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kOneHandedSwingLow,
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kOneHandedThrust
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};
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enum OneHandedParryTypes {
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kOneHandedParryHigh,
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kOneHandedParryLow
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};
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private:
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enum motionTypes {
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kMotionTypeNone, // no motion
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kMotionTypeThrown, // thrown in an arc
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kMotionTypeShot, // shot in very shallow arc w/ cheat
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kMotionTypeFall, // fall from a height
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kMotionTypeWalk, // walk to a point
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kMotionTypeStagger, // stagger to a point
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kMotionTypeClimbUp, // climb up ladder to a point
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kMotionTypeClimbDown, // climb dowb ladder
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kMotionTypeTalk, // talk and gesture
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kMotionTypeLand, // land after falling
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kMotionTypeLandBadly, // land badly after falling
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kMotionTypeJump, // get ready for jump
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kMotionTypeTurn, // Turn Object
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kMotionTypeGive, // Extend arm to give object
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kMotionTypeRise, // Rise slowly in water
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kMotionTypeHit, // For simple animations
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// Immobile motions
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kMotionTypeWait, // Don't move, simply eat some time
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kMotionTypeUseObject, // Use an object
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kMotionTypeUseObjectOnObject, // Use one object on another
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kMotionTypeUseObjectOnTAI, // Use an object on a TAI
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kMotionTypeUseObjectOnLocation, // Use an object on a TilePoint
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kMotionTypeUseTAI, // Use a TAI
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kMotionTypeDropObject, // Drop an object at a location
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kMotionTypeDropObjectOnObject, // Drop one object on another
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kMotionTypeDropObjectOnTAI, // Drop an object on a TAI
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// Offensive combat actions
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kMotionTypeTwoHandedSwing, // swing two-handed weapon
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kMotionTypeOneHandedSwing, // swing one-handed weapon
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kMotionTypeFireBow, // fire bow
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kMotionTypeCastSpell, // cast spell
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kMotionTypeUseWand, // cast spell with wand
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// Defensive combat actions
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kMotionTypeTwoHandedParry, // parry with two-handed weapon
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kMotionTypeOneHandedParry, // parry with one-handed weapon
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kMotionTypeShieldParry, // parry with shield
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kMotionTypeDodge, // dodge blow
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// Other combat actions
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kMotionTypeAcceptHit, // show effect of hit
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kMotionTypeFallDown, // be knocked off feet
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kMotionTypeDie // self-explanatory
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};
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void read(Common::InSaveFile *in);
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// Return the number of bytes needed to archive this MotionTask
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int32 archiveSize();
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void write(Common::MemoryWriteStreamDynamic *out);
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// motion task is finished.
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void remove(int16 returnVal = kMotionInterrupted);
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TilePoint getImmediateTarget(); // determine immediate target
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// location
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// Routines to handle updating of specific motion types
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void turnAction() {
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Actor *a = (Actor *)_object;
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if (_flags & kMfReset) {
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a->setAction(kActionStand, 0);
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_flags &= ~kMfReset;
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}
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if (a->_currentFacing != _direction)
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a->turn(_direction);
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else
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remove(kMotionCompleted);
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}
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void ballisticAction();
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void walkAction();
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void giveAction();
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void upLadderAction();
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void downLadderAction();
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// Set up specified animation and run through the frames
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void genericAnimationAction(uint8 actionType);
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// Offensive combat actions
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void twoHandedSwingAction();
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void oneHandedSwingAction();
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void fireBowAction();
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void castSpellAction();
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void useWandAction();
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// Defensive combat actions
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void twoHandedParryAction();
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void oneHandedParryAction();
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void shieldParryAction();
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void dodgeAction();
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// Other combat actions
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void acceptHitAction();
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void fallDownAction();
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// Generic offensive melee code. Called by twoHandedSwingAction()
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// and oneHandedSwingAction
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void offensiveMeleeAction();
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// Generic magic weapon code. Called by useWandAction() and
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// useStaffAction()
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void useMagicWeaponAction();
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// Generic defensive melee code. Called by twoHandedParryAction(),
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// oneHandedParryAction() and shieldParryAction().
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void defensiveMeleeAction();
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// Retrieve the next waypoint from the path list.
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bool nextWayPoint();
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bool checkWalk(int16, int16, int16, TilePoint &);
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// Determine the velocity for a ballistic motion
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void calcVelocity(const TilePoint &vector, int16 turns);
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public:
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// Functions to create a new motion task. If the game object is
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// an actor, then it will cancel any existing motion task
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static void throwObject(GameObject &obj, const TilePoint &velocity);
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static void throwObjectTo(GameObject &obj, const TilePoint &where);
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static void shootObject(
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GameObject &obj,
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Actor &doer,
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GameObject &target,
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int16 speed);
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static void walkTo(
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Actor &obj,
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const TilePoint &target,
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bool run = false,
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bool canAgitate = true);
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static void walkTo(
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ThreadID th,
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Actor &obj,
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const TilePoint &target,
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bool run = false,
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bool canAgitate = true);
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static void walkToDirect(
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Actor &obj,
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const TilePoint &target,
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bool run = false,
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bool canAgitate = true);
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static void walkToDirect(
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ThreadID th,
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Actor &obj,
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const TilePoint &target,
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bool run = false,
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bool canAgitate = true);
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static void wander(Actor &obj, bool run = false);
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static void tetheredWander(Actor &obj, const TileRegion &tether, bool run = false);
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// static void runTo( GameObject &obj, const TilePoint &target );
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static void staggerTo(Actor &obj, const TilePoint &target);
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static void upLadder(Actor &obj);
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static void downLadder(Actor &obj);
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static void talk(Actor &obj);
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static void jump(Actor &obj);
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static void turn(Actor &obj, Direction dir);
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static void turn(ThreadID th, Actor &obj, Direction dir);
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static void turnTowards(Actor &obj, const TilePoint &where);
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static void turnTowards(ThreadID th, Actor &obj, const TilePoint &where);
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static void give(Actor &obj, Actor &givee);
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static void give(ThreadID th, Actor &obj, Actor &givee);
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// Imobile motions
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static void wait(Actor &a);
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static void useObject(Actor &a, GameObject &dObj);
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static void useObjectOnObject(
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Actor &a,
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GameObject &dObj,
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GameObject &target);
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static void useObjectOnTAI(
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Actor &a,
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GameObject &dObj,
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ActiveItem &target);
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static void useObjectOnLocation(
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Actor &a,
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GameObject &dObj,
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const Location &target);
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static void useTAI(Actor &a, ActiveItem &dTAI);
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static void dropObject(
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Actor &a,
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GameObject &dObj,
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const Location &loc,
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int16 num = 1);
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static void dropObjectOnObject(
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Actor &a,
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GameObject &dObj,
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GameObject &target,
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int16 num = 1);
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static void dropObjectOnTAI(
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Actor &a,
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GameObject &dObj,
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ActiveItem &target,
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const Location &loc);
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// Offensive combat actions
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static void twoHandedSwing(Actor &obj, GameObject &target);
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static void oneHandedSwing(Actor &obj, GameObject &target);
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static void fireBow(Actor &obj, GameObject &target);
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static void castSpell(Actor &obj, SkillProto &spell, GameObject &target);
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static void castSpell(Actor &obj, SkillProto &spell, Location &target);
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static void castSpell(Actor &obj, SkillProto &spell, ActiveItem &target);
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static void useWand(Actor &obj, GameObject &target);
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// Defensive combat actions
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static void twoHandedParry(
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Actor &obj,
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GameObject &weapon,
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Actor &opponent);
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static void oneHandedParry(
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Actor &obj,
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GameObject &weapon,
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Actor &opponent);
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static void shieldParry(
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Actor &obj,
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GameObject &shield,
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Actor &opponent);
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static void dodge(Actor &obj, Actor &opponent);
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// Other combat actions
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static void acceptHit(Actor &obj, Actor &opponent);
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static void fallDown(Actor &obj, Actor &opponent);
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static void die(Actor &obj);
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static void updatePositions();
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int16 testCollision(GameObject &obstacle);
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bool freeFall(TilePoint &newPos, StandingTileInfo &sti);
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// Determine if the motion task is a walk motion
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bool isWalk();
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// Determine if the motion task is walking to a destination
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bool isWalkToDest() {
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return isWalk() && !(_flags & kMfWandering);
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}
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// Determine if the motion task is a wandering motion
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bool isWander() {
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return isWalk() && (_flags & kMfWandering);
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}
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// Determine if the motion task is tethered
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bool isTethered() {
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return isWander() && (_flags & kMfTethered);
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}
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bool isRunning() {
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return (_flags & kMfRequestRun) && _runCount == 0;
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}
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bool isTurn() {
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return _motionType == kMotionTypeTurn;
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}
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// Return the wandering tether region
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TileRegion getTether();
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// Return the final target location
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TilePoint getTarget() {
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return _finalTarget;
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}
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// Update to a new final target
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void changeTarget(const TilePoint &newPos, bool run = false);
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void changeDirectTarget(const TilePoint &newPos, bool run = false);
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void finishWalk(); // stop walking
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void finishTurn() {
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if (isTurn()) remove();
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}
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void finishTalking(); // stop talking motion
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// Determine if this MotionTask is a reflexive motion
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bool isReflex();
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// Determine if this MotionTask is a defensive motion
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bool isDefense();
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// End the defensive motion task
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void finishDefense() {
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if (isDefense()) remove();
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}
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// Determine if this MotionTask is an offensive motion
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bool isAttack();
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// Determine if this MotionTask is an offensive melee motion
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bool isMeleeAttack();
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// Compute the number of frames before the actual strike in an
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// offensive melee motion
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uint16 framesUntilStrike();
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// End the offensive motion
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void finishAttack() {
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if (isAttack()) remove();
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}
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// Returns a pointer to the blocking object if it applicable to
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// this motion task
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GameObject *blockingObject(Actor *thisAttacker);
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// Determine if this motion is a dodge motion
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bool isDodging(Actor *thisAttacker) {
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return _motionType == kMotionTypeDodge && thisAttacker == _d.attacker;
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}
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static void initMotionTasks();
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bool isPrivledged() {
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return _flags & kMfPrivledged;
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}
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};
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class MotionTaskList {
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friend class MotionTask;
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Common::List<MotionTask *> _list;
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Common::List<MotionTask *>::iterator _nextMT;
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public:
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// Default constructor
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MotionTaskList();
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MotionTaskList(Common::SeekableReadStream *stream);
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void read(Common::InSaveFile *in);
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// Return the number of bytes needed to archive the motion tasks
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// in a buffer
|
|
int32 archiveSize();
|
|
|
|
void write(Common::MemoryWriteStreamDynamic *out);
|
|
|
|
// Cleanup the motion tasks
|
|
void cleanup();
|
|
|
|
MotionTask *newTask(GameObject *obj); // get new motion task
|
|
};
|
|
|
|
/* ===================================================================== *
|
|
MotionTask inline member functions
|
|
* ===================================================================== */
|
|
|
|
inline void MotionTask::walkTo(
|
|
ThreadID th,
|
|
Actor &actor,
|
|
const TilePoint &target,
|
|
bool run,
|
|
bool canAgitate) {
|
|
walkTo(actor, target, run, canAgitate);
|
|
if (actor._moveTask != NULL)
|
|
actor._moveTask->_thread = th;
|
|
}
|
|
|
|
inline void MotionTask::walkToDirect(
|
|
ThreadID th,
|
|
Actor &actor,
|
|
const TilePoint &target,
|
|
bool run,
|
|
bool canAgitate) {
|
|
walkToDirect(actor, target, run, canAgitate);
|
|
if (actor._moveTask != NULL)
|
|
actor._moveTask->_thread = th;
|
|
}
|
|
|
|
inline void MotionTask::turn(ThreadID th, Actor &actor, Direction dir) {
|
|
turn(actor, dir);
|
|
if (actor._moveTask != NULL)
|
|
actor._moveTask->_thread = th;
|
|
}
|
|
|
|
inline void MotionTask::turnTowards(
|
|
ThreadID th,
|
|
Actor &actor,
|
|
const TilePoint &where) {
|
|
turnTowards(actor, where);
|
|
if (actor._moveTask != NULL)
|
|
actor._moveTask->_thread = th;
|
|
}
|
|
|
|
inline void MotionTask::give(ThreadID th, Actor &actor, Actor &givee) {
|
|
give(actor, givee);
|
|
if (actor._moveTask != NULL)
|
|
actor._moveTask->_thread = th;
|
|
}
|
|
|
|
/* ===================================================================== *
|
|
Utility functions
|
|
* ===================================================================== */
|
|
|
|
// Initiate ladder climbing
|
|
bool checkLadder(Actor *a, const TilePoint &tp);
|
|
|
|
void pauseInterruptableMotions();
|
|
void resumeInterruptableMotions();
|
|
|
|
/* ===================================================================== *
|
|
MotionTask list management functions
|
|
* ===================================================================== */
|
|
|
|
// Initialize the motion task list
|
|
void initMotionTasks();
|
|
|
|
void saveMotionTasks(Common::OutSaveFile *out);
|
|
void loadMotionTasks(Common::InSaveFile *in, int32 chunkSize);
|
|
|
|
// Cleanup the motion task list
|
|
void cleanupMotionTasks();
|
|
|
|
} // end of namespace Saga2
|
|
|
|
#endif
|